I can´t really help you with the code, but the tutorial is from Virtual Chris, he is sometimes active here but I think more in the PVB-Discord channel. Perhaps you can ask him directly.
“…and the new image quantizer that runs before conversion. Previously, images had to be indexed PNGs using the correct palette. Now, users do no longer have to worry about such things. In this context, the entity editor now also allows you to create HiColor (7 color frame blending) sprites.”
PVB knows it all 🙂
Look at the game description:
“A prototype definitely exists, the game was shown on Space World 1995 and E3 1996 and was even previewed by Nintendo Power.”
Just a very tiny update:
– footpath of the bigger house corrected
– wind turbine added.
Version is still 0.5 but with a newer date.
Looking into the collision stuff right now.
Not sure if I am able to create something satisfying though. My knowledge is still very limited.
Another release (now V0.5) with the following changes:
– based on new VUEngine showcase, core and plugins (from 2025-01-20)
– street and tunnel entities with shorter meshes
– tunnel lights modified
– street entities added between complex entities to make it easier for the VIP
– moved some entities around
– show fps via left-trigger, hide fps via right trigger
– start background music via A-button, reset music via B-button
– production site entity reduced by 48 meshes
The scenery now runs quite good, entities do not flicker or disappear anymore thanks to the updated core from the VUEngine team.
I am not sure what to do next, since I have still no clue how to program virtual C.
Sceenshots are the same for this like in the post above since no visual change in the entities have been conducted.
A dream would be to have collisions active, but as I said, I have no clue.
This reply was modified 6 months, 1 week ago by abarth.
This reply was modified 6 months, 1 week ago by abarth.
Nope, didn´t ask this one. Perhaps those games are the first with 16Mbit and SRAM save function? I don´t know.
I believe them that they have this contact. But why should the contact release suddenly those two games this year? Why didn´t he do this the 30 years before? That is somehing I don´t understand and seems to me quite arbitrarily. That is why I doubt that something will happen this year.
I got also notice from Vintex via mail after asking. Yes, they plan to release both Dragon Hopper and Zero Racers this year, but the final say has the contact person they have.
Currently moving my scenery over to the new core of the VUEngine.
Now the entities are shown correctly from every angle!
Here are some screenshots taken from the real hardware.
Very nice! Luckily I have two good looking lenses, but this looks really tempting, especially with the walls being non transparent.
Can I ask how much is a pair? I could not find a price.
Or should I use the order contact form?
Shipping to Germany won´t hopefully be not that expensive.